VR Research Papers: Part 2/2
This week I finished collecting research papers for my project. Three papers that I would like to share and that I believe help prove my theory ‘Virtual Reality Technology will continue to grow and become an effective method for advancing and expanding the Creative Industries in the areas of Fashion, TV, movies and Visual arts, in the next 5 years’ are discussed below.
ISSv3: From human motion in the real to the interactive documentary film in AR/VR
By S. Bardakjian, S. Mokhov, M. Song, & S. Mudur. (2016)
This paper discusses the author’s development of a research-creation interactive augmented and virtual reality documentary mobile app prototype that runs on iOS and Android. The app displays interactive 3D models and/or objects in a Virtual Reality world. The purpose of this app is to engage users in a creative, interactive immersion by pairing Virtual Reality and Augmented Reality technologies to produce creative worlds where users can have fun and enjoy hearing, watching and reading documentary content. The project combines computer graphics and multimodal interaction technologies (HCI), filmmaking, history and heritage technologies with augmented reality and virtual reality techniques.
The authors give a quick walk-through of the mobile app in their paper.
AR User Interaction
1. “The user opens the app
2. Targets camera on one of many target images
3. Keeps the cross-hair (3 seconds) on the 3D bubble model which pops up on the target image” (Bardakjian, Mokhov, Song, & Mudur, 2016)
VR User Interaction
4. “Places the phone inside Cardboard or GearVR and confirms the mode
5. Enters virtual world, now the user can freely observe in any direction
6. Interacts with media bubbles of his/her choosing by aiming and tapping them
7. The bubbles come close, display the content, and then return once the user has finished” (Bardakjian, Mokhov, Song, & Mudur, 2016)
Back to AR User Interaction
8. “When the user has finished viewing all content, he/she can return to the camera scene where other target images and more adventures await.
9. The user can navigate between the teleportation markers across rooms and within a room and interact with the cartoony characters by gazing at them, also for 3 seconds” (Bardakjian, Mokhov, Song, & Mudur, 2016)
This recent paper discussed how Virtual reality technologies can be beneficial to film and documentary creation. It states a current project in development where VR is being used to create an app with other technologies to create content for users and their enjoyment.
Lift-Off: Using Reference Imagery and Freehand Sketching to Create 3D Models in VR
By B. Jackson, & D. Keefe. (2016)
This paper describes Lift-off, an immersive 3D modeling VR interface. This research investigates how an artist’s first steps in their creative process using 2D sketches (and/or related imagery) can be integrated into an immersive sketch-based 3D modeling tool, Lift-off that offers fine-control in VR. Lift-Off is designed for use in a 4-wall CAVE environment. The artist is head-tracked, and the interface is in first person perspective. The authors evaluate Lift-off in their own long-term use of it, and well as a fellow architecture and a controlled use of Lift-off with novices. Results were collected using observation, lessons learned and logging features within the interface.
The authors of this paper believe that lift-off will benefit artists by providing a ‘scaffold’ that helps artists use their 2D work within a 3D work (Virtual reality). “There is a problem with current computer-based design tools. Our collaborator states, that the problem with existing tools is that you have to know exactly what you want to draw before you can create. In contrast, he says of LiftOff, What is exciting is the potential to use this as a pure design tool that enables one to create rapid 3-D sketches that capture the spontaneity and serendipitous discoveries that are unlocked through pure sketching, but to achieve this in ‘real3-D’ space! Wow.” Jackson, B., & Keefe, D. F. (2016).
This paper describes how Virtual Reality technologies can be used within the creative industry by partnering 2D design with 3D VR design. This paper demonstrates the ability of how VR can assist artists with their creative progress, without hindering them.
Psychophysical testing of garment size variation using three-dimensional virtual try-on technology
By D. Kim. (2016)
By D. Kim. (2016)
This study discusses three-dimensional (3D) virtual try-on technology. It also investigates how viewers perceive garments size variations. It also explores how accurate the technology is with size variations. Research questions were: “What is the relation between virtual pants size variation and viewers’ perception of pants size? Can viewers differentiate variations in virtual pants size and rank pants? What are viewers’ evaluations of using the virtual try-on technology?” (Kim, 2016).
This paper discussed a study using 21 junior apparel design students and 16 senior apparel design students as the participants. The study was conducted using a PowerPoint file containing the 3D virtual simulation images (pants in different sizes) and a questionnaire. The results showed that the 3D virtual try-on technology has the capacity of showing size variations clearly, (The definition of clearly being, enough for viewers to perceive and discriminate between them) and the users were somewhat likely to use the tool for evaluating apparel samples in the industry and for online shopping.
The author’s theme of 3D virtual try-on tools for apparel fit evaluation is demonstrated in the study and results. The Literature review section discusses similar studies. This study demonstrates how Virtual reality technologies can be used in the fashion industry in regards to garments and their sizes. This shows the potential for Virtual Reality to help the fashion industry in either designing, making or selling of the garments the artist produced.
Thanks for reading. Zoe
Progress Report Week 9
Bardakjian, S. S., Mokhov, S. A., Song, M., & Mudur, S. P. (2016, November). ISSv3: From human motion in the real to the interactive documentary film in AR/VR. In SIGGRAPH ASIA 2016 Virtual Reality meets Physical Reality: Modelling and Simulating Virtual Humans and Environments (p. 1). ACM.
Jackson, B., & Keefe, D. F. (2016). Lift-Off: Using Reference Imagery and Freehand Sketching to Create 3D Models in VR. IEEE transactions on visualization and computer graphics, 22(4), 1442-1451.
Kim, D. E. (2016). Psychophysical testing of garment size variation using three-dimensional virtual try-on technology. Textile Research Journal, 86(4), 365-379.